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- allow querying a headless even when no clients connected
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@@ -3324,6 +3324,9 @@ int glestMain(int argc, char** argv) {
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clientSocket.receive(&szBuf[0],8095,false);
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std::cout << szBuf << std::endl;
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}
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else {
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std::cout << "Could not connect (possibly no clients connected) to host: " << ip.getString() << " port: " << port << std::endl;
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}
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return 0;
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}
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@@ -81,7 +81,7 @@ ServerInterface::ServerInterface(bool publishEnabled) :GameNetworkInterface() {
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serverSocketAdmin->setBindPort(Config::getInstance().getInt("ServerAdminPort", intToStr(GameConstants::serverAdminPort).c_str()));
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//serverSocketAdmin->setBindSpecificAddress("127.0.0.1");
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serverSocketAdmin->setBindSpecificAddress(Config::getInstance().getString("ServerAdminBindAddress", "127.0.0.1"));
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//serverSocketAdmin->listen(5);
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serverSocketAdmin->listen(5);
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maxFrameCountLagAllowed = Config::getInstance().getInt("MaxFrameCountLagAllowed", intToStr(maxFrameCountLagAllowed).c_str());
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maxFrameCountLagAllowedEver = Config::getInstance().getInt("MaxFrameCountLagAllowedEver", intToStr(maxFrameCountLagAllowedEver).c_str());
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